mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard control patch for Twiddle, from James H.
[originally from svn r8438]
This commit is contained in:
@ -707,6 +707,11 @@ the centre tile of the square you want to rotate.
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Clicking with the left mouse button rotates the group anticlockwise.
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Clicking with the left mouse button rotates the group anticlockwise.
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Clicking with the right button rotates it clockwise.
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Clicking with the right button rotates it clockwise.
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You can also move an outline square around the grid with the cursor
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keys; the square is the size above (2\by\.2 by default, or larger).
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Pressing the return key or space bar will rotate the current square
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anticlockwise or clockwise respectively.
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(All the actions described in \k{common-actions} are also available.)
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(All the actions described in \k{common-actions} are also available.)
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\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
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\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
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115
twiddle.c
115
twiddle.c
@ -31,6 +31,7 @@ enum {
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COL_HIGHLIGHT_GENTLE,
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COL_HIGHLIGHT_GENTLE,
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COL_LOWLIGHT,
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COL_LOWLIGHT,
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COL_LOWLIGHT_GENTLE,
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COL_LOWLIGHT_GENTLE,
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COL_HIGHCURSOR, COL_LOWCURSOR,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -597,13 +598,25 @@ static char *game_text_format(game_state *state)
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return ret;
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return ret;
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}
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}
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struct game_ui {
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int cur_x, cur_y;
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int cur_visible;
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};
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static game_ui *new_ui(game_state *state)
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static game_ui *new_ui(game_state *state)
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{
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{
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return NULL;
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game_ui *ui = snew(game_ui);
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ui->cur_x = 0;
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ui->cur_y = 0;
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ui->cur_visible = FALSE;
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return ui;
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}
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}
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static void free_ui(game_ui *ui)
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static void free_ui(game_ui *ui)
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{
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{
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sfree(ui);
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}
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}
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static char *encode_ui(game_ui *ui)
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static char *encode_ui(game_ui *ui)
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@ -625,6 +638,7 @@ struct game_drawstate {
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int w, h, bgcolour;
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int w, h, bgcolour;
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int *grid;
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int *grid;
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int tilesize;
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int tilesize;
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int cur_x, cur_y;
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};
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};
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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@ -636,6 +650,19 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
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button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
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if (IS_CURSOR_MOVE(button)) {
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if (button == CURSOR_LEFT && ui->cur_x > 0)
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ui->cur_x--;
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if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w))
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ui->cur_x++;
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if (button == CURSOR_UP && ui->cur_y > 0)
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ui->cur_y--;
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if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
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ui->cur_y++;
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ui->cur_visible = 1;
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return "";
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}
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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/*
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/*
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* Determine the coordinates of the click. We offset by n-1
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* Determine the coordinates of the click. We offset by n-1
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@ -649,6 +676,16 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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dir = (button == LEFT_BUTTON ? 1 : -1);
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dir = (button == LEFT_BUTTON ? 1 : -1);
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if (x < 0 || x > w-n || y < 0 || y > h-n)
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if (x < 0 || x > w-n || y < 0 || y > h-n)
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return NULL;
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return NULL;
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ui->cur_visible = 0;
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} else if (IS_CURSOR_SELECT(button)) {
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if (ui->cur_visible) {
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x = ui->cur_x;
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y = ui->cur_y;
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dir = (button == CURSOR_SELECT2) ? -1 : +1;
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} else {
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ui->cur_visible = 1;
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return "";
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}
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} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
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} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
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x = y = 0;
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x = y = 0;
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dir = (button == 'A' ? -1 : +1);
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dir = (button == 'A' ? -1 : +1);
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@ -770,10 +807,16 @@ static float *game_colours(frontend *fe, int *ncolours)
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game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
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game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
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/* cursor is light-background with a red tinge. */
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ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F;
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ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F;
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ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F;
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for (i = 0; i < 3; i++) {
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for (i = 0; i < 3; i++) {
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ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
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ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
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ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
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ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
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ret[COL_TEXT * 3 + i] = 0.0;
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ret[COL_TEXT * 3 + i] = 0.0;
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ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F;
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}
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}
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*ncolours = NCOLOURS;
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*ncolours = NCOLOURS;
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@ -793,6 +836,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->tilesize = 0; /* haven't decided yet */
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ds->tilesize = 0; /* haven't decided yet */
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for (i = 0; i < ds->w*ds->h; i++)
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for (i = 0; i < ds->w*ds->h; i++)
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ds->grid[i] = -1;
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ds->grid[i] = -1;
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ds->cur_x = ds->cur_y = -state->n;
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return ds;
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return ds;
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}
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}
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@ -813,20 +857,25 @@ struct rotation {
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static void rotate(int *xy, struct rotation *rot)
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static void rotate(int *xy, struct rotation *rot)
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{
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{
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if (rot) {
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if (rot) {
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float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
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float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy;
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float xf2, yf2;
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float xf2, yf2;
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xf2 = rot->c * xf + rot->s * yf;
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xf2 = rot->c * xf + rot->s * yf;
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yf2 = - rot->s * xf + rot->c * yf;
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yf2 = - rot->s * xf + rot->c * yf;
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xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
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xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */
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xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
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xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */
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}
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}
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}
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}
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#define CUR_TOP 1
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#define CUR_RIGHT 2
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#define CUR_BOTTOM 4
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#define CUR_LEFT 8
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static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int tile, int flash_colour,
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int x, int y, int tile, int flash_colour,
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struct rotation *rot)
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struct rotation *rot, unsigned cedges)
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{
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{
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int coords[8];
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int coords[8];
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char str[40];
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char str[40];
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@ -863,28 +912,28 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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coords[3] = y;
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coords[3] = y;
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rotate(coords+2, rot);
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rotate(coords+2, rot);
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draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
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draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
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rot ? rot->rc : COL_LOWLIGHT);
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rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT);
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/* Bottom side. */
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/* Bottom side. */
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coords[2] = x;
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coords[2] = x;
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coords[3] = y + TILE_SIZE - 1;
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coords[3] = y + TILE_SIZE - 1;
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rotate(coords+2, rot);
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rotate(coords+2, rot);
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draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
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draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
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rot ? rot->bc : COL_LOWLIGHT);
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rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT);
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/* Left side. */
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/* Left side. */
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coords[0] = x;
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coords[0] = x;
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coords[1] = y;
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coords[1] = y;
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rotate(coords+0, rot);
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rotate(coords+0, rot);
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draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
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draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
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rot ? rot->lc : COL_HIGHLIGHT);
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rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
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/* Top side. */
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/* Top side. */
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coords[2] = x + TILE_SIZE - 1;
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coords[2] = x + TILE_SIZE - 1;
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coords[3] = y;
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coords[3] = y;
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rotate(coords+2, rot);
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rotate(coords+2, rot);
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draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
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draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
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rot ? rot->tc : COL_HIGHLIGHT);
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rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
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/*
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/*
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* Now the main blank area in the centre of the tile.
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* Now the main blank area in the centre of the tile.
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@ -1008,7 +1057,7 @@ static int highlight_colour(float angle)
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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int dir, game_ui *ui)
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{
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{
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return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
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return (float)(ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1));
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}
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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@ -1028,6 +1077,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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int i, bgcolour;
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int i, bgcolour;
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struct rotation srot, *rot;
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struct rotation srot, *rot;
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int lastx = -1, lasty = -1, lastr = -1;
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int lastx = -1, lasty = -1, lastr = -1;
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int cx, cy, cmoved = 0, n = state->n;
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cx = ui->cur_visible ? ui->cur_x : -state->n;
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cy = ui->cur_visible ? ui->cur_y : -state->n;
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if (cx != ds->cur_x || cy != ds->cur_y)
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cmoved = 1;
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if (flashtime > 0) {
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if (flashtime > 0) {
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int frame = (int)(flashtime / FLASH_FRAME);
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int frame = (int)(flashtime / FLASH_FRAME);
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@ -1092,17 +1147,17 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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rot->cw = rot->ch = TILE_SIZE * state->n;
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rot->cw = rot->ch = TILE_SIZE * state->n;
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rot->ox = rot->cx + rot->cw/2;
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rot->ox = rot->cx + rot->cw/2;
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rot->oy = rot->cy + rot->ch/2;
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rot->oy = rot->cy + rot->ch/2;
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angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
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angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max));
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rot->c = cos(angle);
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rot->c = (float)cos(angle);
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rot->s = sin(angle);
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rot->s = (float)sin(angle);
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/*
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/*
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* Sort out the colours of the various sides of the tile.
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* Sort out the colours of the various sides of the tile.
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*/
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*/
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rot->lc = highlight_colour(PI + angle);
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rot->lc = highlight_colour((float)PI + angle);
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rot->rc = highlight_colour(angle);
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rot->rc = highlight_colour(angle);
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rot->tc = highlight_colour(PI/2 + angle);
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rot->tc = highlight_colour((float)(PI/2.0) + angle);
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rot->bc = highlight_colour(-PI/2 + angle);
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rot->bc = highlight_colour((float)(-PI/2.0) + angle);
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draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
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draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
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} else
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} else
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@ -1112,7 +1167,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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* Now draw each tile.
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* Now draw each tile.
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*/
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*/
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for (i = 0; i < state->w * state->h; i++) {
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for (i = 0; i < state->w * state->h; i++) {
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int t;
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int t, cc = 0;
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int tx = i % state->w, ty = i / state->w;
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int tx = i % state->w, ty = i / state->w;
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/*
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/*
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@ -1129,15 +1184,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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else
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else
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t = state->grid[i];
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t = state->grid[i];
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if (ds->bgcolour != bgcolour || /* always redraw when flashing */
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if (cmoved) {
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ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
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/* cursor has moved (or changed visibility)... */
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int x = COORD(tx), y = COORD(ty);
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if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1)
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cc = 1; /* ...we're on new cursor, redraw */
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if (tx == ds->cur_x || tx == ds->cur_x+n-1 ||
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ty == ds->cur_y || ty == ds->cur_y+n-1)
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cc = 1; /* ...we were on old cursor, redraw */
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}
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draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot);
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if (ds->bgcolour != bgcolour || /* always redraw when flashing */
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ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) {
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int x = COORD(tx), y = COORD(ty);
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unsigned cedges = 0;
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if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT;
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if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP;
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if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT;
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if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM;
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draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges);
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ds->grid[i] = t;
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ds->grid[i] = t;
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}
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}
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}
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}
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ds->bgcolour = bgcolour;
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ds->bgcolour = bgcolour;
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ds->cur_x = cx; ds->cur_y = cy;
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/*
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/*
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* Update the status bar.
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* Update the status bar.
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@ -1221,3 +1292,5 @@ const struct game thegame = {
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FALSE, game_timing_state,
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FALSE, game_timing_state,
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0, /* flags */
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0, /* flags */
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};
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};
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/* vim: set shiftwidth=4 tabstop=8: */
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Reference in New Issue
Block a user